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Returning 25 results for 'before being dropping continual radius'.
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Monsters
Locathah Rising
Hearth of Moonlight and Shadow. At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover
dropping to 0 hit points, any excess damage carries over their normal form.
Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of
Monsters
Bigby Presents: Glory of the Giants
cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of
-Shaking Movement. The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is
Monsters
Bigby Presents: Glory of the Giants
’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
within 120 feet of itself. Each creature in a 20-foot-radius, 50-foot-high cylinder centered on that point must succeed on a DC 21 Dexterity saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Lava Geyser", "rollDamageType":"fire"} fire damage.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw or be deafened until the end of its next turn.
Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere
their banks; snow, dust, or sand forms deep drifts or dunes.
Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
Winds. High wind blows within
Storm Giant Quintessent
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Monsters
Volo's Guide to Monsters
creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.
The giant creates a 20-foot-radius sphere of fog (or murky water
, dust, or sand form deep drifts or dunes.
Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind
Monsters
Mythic Odysseys of Theros
ground in a 30-foot radius centered on her. The area becomes difficult terrain until the start of her next turn. Any creature, other than Hythonia, takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage
medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to
hit points they had before they transformed. However, if Amble reverts as a result of dropping to 0 hit points, any excess damage carries over their normal form.
Amble can’t cast spells, and their
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. Each creature within a 20-foot-radius area of the bend in the south end of the corridor must make a DC 17 Dexterity saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage
on a successful one. Light. This area is brightly lit by continual flame spells cast on wall sconces. Smoke. The smoke is from a smoke bomb dropped by the giff when the extraction force moved to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
fills a 20-foot-radius sphere centered on a point she can see within 120 feet her. The cloud lasts until initiative count 20 on the next round. Creatures and objects in or behind the smoke are
hag creates a blizzard in a 40-foot-high, 20-foot radius cylinder centered on a point she can see within 120 feet of her. The effect lasts until initiative count 20 on the next round. The blizzard
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Each lantern of tracking is designed to track down a certain type of creature
light in a 5-foot radius and dim light for an additional 5 feet
12–15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet
16 or higher 120 feet Bright light
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within
rivers and streams to fill or overflow their banks; snow, dust, or sand forms deep drifts or dunes. Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
makes one attack with her snaky hair.
Petrified Earth (Costs 2 Actions). Hythonia causes stone spikes to erupt from the ground in a 30-foot radius centered on her. The area becomes difficult terrain
rippling coils precedes the medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 23 Constitution saving throw or lose
vortex of wind at a point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
be sacrificed to Yan-C-Bin in area N19. Two invisible barlguras guard the prisoners. The demons lurk among the columns in the upper reaches of the cave, dropping down to attack intruders who dare free
the prisoners. If they spot the characters, the two women warn characters of the “invisible demons” that guard them. Light. Two braziers light this area with continual flame spells. Prisoners. Two
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, picking up or dropping off goods, making deals, or entertaining potential partners. If he joins the franchise and the characters encourage him, you might eventually upgrade him to use the stat block of a
overseer (and third member of the town council) Halia Thornton left Phandalin “to seek other opportunities.” All the locals know that continual problems at nearby mines made Halia’s job difficult, with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. An individual who crosses this section of floor has a 50 percent chance of triggering the trapdoor and dropping into the 20-foot-deep pit, taking damage from the fall as normal. Once the pit opens, a
trigger when the step is walked on. Creatures emulating Man and Crocodile don’t trigger the glyphs. Each triggered glyph releases a 20-foot-radius sphere of lightning centered on the step. Every
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from the middle of the floor and join the battle. These elementals have veins of glowing purple crystal; each sheds bright light in a 15-foot radius and dim light for another 15 feet beyond that. G2
mouth atop its stony ovoid body. Casually dropping gemstones into the creature’s gaping mouth is a creepy-looking earth cultist.
A stonemelder (see chapter 7) named Keltar keeps vigil with a xorn he
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts
rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mephits and elementals emerge with regularity. 4 Motes of continual flame are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames
the area, prompting residents to leave offerings outside their doors to ward off the evil. 4 The radius of any light source in the zone is halved, and saving throws against necromancy spells are made
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, four on either side of the room. It can be reached by descending the ramps, dropping a rope down from above, or any other way the characters might devise. Each canopic jar is ceramic and approximately 2
searches the door for traps spots the tiny glyph with a successful DC 17 Intelligence (Investigation) check. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
necromancy magic. Necklace Trap. The first time a creature touches the necklace, it releases a burst of deathly energy in a 5-foot-radius sphere. Each creature in that area must make a DC 22
count 20 of the next round (losing initiative ties). The ceiling is too heavy to be stopped by any braces, but an Immovable Rod or similar item can prevent it from dropping so far as to crush anyone. T11
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid.
Torch. The greenish fire is a continual flame spell. Sarcophagus. Six rusted iron latches hold down the sarcophagus lid
, tipping over a clay pot of offal, garbage, and dragon droppings that falls on any creature in the doorway and splatters in a 5-foot radius. A creature hit by the stuff must succeed on a DC 10






